Abstract:Autoregressive (AR) models, long dominant in language generation, are increasingly applied to image synthesis but are often considered less competitive than Diffusion-based models. A primary limitation is the substantial number of image tokens required for AR models, which constrains both training and inference efficiency, as well as image resolution. To address this, we present Token-Shuffle, a novel yet simple method that reduces the number of image tokens in Transformer. Our key insight is the dimensional redundancy of visual vocabularies in Multimodal Large Language Models (MLLMs), where low-dimensional visual codes from visual encoder are directly mapped to high-dimensional language vocabularies. Leveraging this, we consider two key operations: token-shuffle, which merges spatially local tokens along channel dimension to decrease the input token number, and token-unshuffle, which untangles the inferred tokens after Transformer blocks to restore the spatial arrangement for output. Jointly training with textual prompts, our strategy requires no additional pretrained text-encoder and enables MLLMs to support extremely high-resolution image synthesis in a unified next-token prediction way while maintaining efficient training and inference. For the first time, we push the boundary of AR text-to-image generation to a resolution of 2048x2048 with gratifying generation performance. In GenAI-benchmark, our 2.7B model achieves 0.77 overall score on hard prompts, outperforming AR models LlamaGen by 0.18 and diffusion models LDM by 0.15. Exhaustive large-scale human evaluations also demonstrate our prominent image generation ability in terms of text-alignment, visual flaw, and visual appearance. We hope that Token-Shuffle can serve as a foundational design for efficient high-resolution image generation within MLLMs.
Abstract:The comic production industry requires reference-based line art colorization with high accuracy, efficiency, contextual consistency, and flexible control. A comic page often involves diverse characters, objects, and backgrounds, which complicates the coloring process. Despite advancements in diffusion models for image generation, their application in line art colorization remains limited, facing challenges related to handling extensive reference images, time-consuming inference, and flexible control. We investigate the necessity of extensive contextual image guidance on the quality of line art colorization. To address these challenges, we introduce Cobra, an efficient and versatile method that supports color hints and utilizes over 200 reference images while maintaining low latency. Central to Cobra is a Causal Sparse DiT architecture, which leverages specially designed positional encodings, causal sparse attention, and Key-Value Cache to effectively manage long-context references and ensure color identity consistency. Results demonstrate that Cobra achieves accurate line art colorization through extensive contextual reference, significantly enhancing inference speed and interactivity, thereby meeting critical industrial demands. We release our codes and models on our project page: https://zhuang2002.github.io/Cobra/.
Abstract:Current video generative foundation models primarily focus on text-to-video tasks, providing limited control for fine-grained video content creation. Although adapter-based approaches (e.g., ControlNet) enable additional controls with minimal fine-tuning, they encounter challenges when integrating multiple conditions, including: branch conflicts between independently trained adapters, parameter redundancy leading to increased computational cost, and suboptimal performance compared to full fine-tuning. To address these challenges, we introduce FullDiT, a unified foundation model for video generation that seamlessly integrates multiple conditions via unified full-attention mechanisms. By fusing multi-task conditions into a unified sequence representation and leveraging the long-context learning ability of full self-attention to capture condition dynamics, FullDiT reduces parameter overhead, avoids conditions conflict, and shows scalability and emergent ability. We further introduce FullBench for multi-task video generation evaluation. Experiments demonstrate that FullDiT achieves state-of-the-art results, highlighting the efficacy of full-attention in complex multi-task video generation.
Abstract:Video inpainting, which aims to restore corrupted video content, has experienced substantial progress. Despite these advances, existing methods, whether propagating unmasked region pixels through optical flow and receptive field priors, or extending image-inpainting models temporally, face challenges in generating fully masked objects or balancing the competing objectives of background context preservation and foreground generation in one model, respectively. To address these limitations, we propose a novel dual-stream paradigm VideoPainter that incorporates an efficient context encoder (comprising only 6% of the backbone parameters) to process masked videos and inject backbone-aware background contextual cues to any pre-trained video DiT, producing semantically consistent content in a plug-and-play manner. This architectural separation significantly reduces the model's learning complexity while enabling nuanced integration of crucial background context. We also introduce a novel target region ID resampling technique that enables any-length video inpainting, greatly enhancing our practical applicability. Additionally, we establish a scalable dataset pipeline leveraging current vision understanding models, contributing VPData and VPBench to facilitate segmentation-based inpainting training and assessment, the largest video inpainting dataset and benchmark to date with over 390K diverse clips. Using inpainting as a pipeline basis, we also explore downstream applications including video editing and video editing pair data generation, demonstrating competitive performance and significant practical potential. Extensive experiments demonstrate VideoPainter's superior performance in both any-length video inpainting and editing, across eight key metrics, including video quality, mask region preservation, and textual coherence.
Abstract:Automatic black-and-white image sequence colorization while preserving character and object identity (ID) is a complex task with significant market demand, such as in cartoon or comic series colorization. Despite advancements in visual colorization using large-scale generative models like diffusion models, challenges with controllability and identity consistency persist, making current solutions unsuitable for industrial application.To address this, we propose ColorFlow, a three-stage diffusion-based framework tailored for image sequence colorization in industrial applications. Unlike existing methods that require per-ID finetuning or explicit ID embedding extraction, we propose a novel robust and generalizable Retrieval Augmented Colorization pipeline for colorizing images with relevant color references. Our pipeline also features a dual-branch design: one branch for color identity extraction and the other for colorization, leveraging the strengths of diffusion models. We utilize the self-attention mechanism in diffusion models for strong in-context learning and color identity matching. To evaluate our model, we introduce ColorFlow-Bench, a comprehensive benchmark for reference-based colorization. Results show that ColorFlow outperforms existing models across multiple metrics, setting a new standard in sequential image colorization and potentially benefiting the art industry. We release our codes and models on our project page: https://zhuang2002.github.io/ColorFlow/.
Abstract:Image editing has advanced significantly with the development of diffusion models using both inversion-based and instruction-based methods. However, current inversion-based approaches struggle with big modifications (e.g., adding or removing objects) due to the structured nature of inversion noise, which hinders substantial changes. Meanwhile, instruction-based methods often constrain users to black-box operations, limiting direct interaction for specifying editing regions and intensity. To address these limitations, we propose BrushEdit, a novel inpainting-based instruction-guided image editing paradigm, which leverages multimodal large language models (MLLMs) and image inpainting models to enable autonomous, user-friendly, and interactive free-form instruction editing. Specifically, we devise a system enabling free-form instruction editing by integrating MLLMs and a dual-branch image inpainting model in an agent-cooperative framework to perform editing category classification, main object identification, mask acquisition, and editing area inpainting. Extensive experiments show that our framework effectively combines MLLMs and inpainting models, achieving superior performance across seven metrics including mask region preservation and editing effect coherence.
Abstract:This research delves into the problem of interactive editing of human motion generation. Previous motion diffusion models lack explicit modeling of the word-level text-motion correspondence and good explainability, hence restricting their fine-grained editing ability. To address this issue, we propose an attention-based motion diffusion model, namely MotionCLR, with CLeaR modeling of attention mechanisms. Technically, MotionCLR models the in-modality and cross-modality interactions with self-attention and cross-attention, respectively. More specifically, the self-attention mechanism aims to measure the sequential similarity between frames and impacts the order of motion features. By contrast, the cross-attention mechanism works to find the fine-grained word-sequence correspondence and activate the corresponding timesteps in the motion sequence. Based on these key properties, we develop a versatile set of simple yet effective motion editing methods via manipulating attention maps, such as motion (de-)emphasizing, in-place motion replacement, and example-based motion generation, etc. For further verification of the explainability of the attention mechanism, we additionally explore the potential of action-counting and grounded motion generation ability via attention maps. Our experimental results show that our method enjoys good generation and editing ability with good explainability.
Abstract:Whole-body multimodal motion generation, controlled by text, speech, or music, has numerous applications including video generation and character animation. However, employing a unified model to accomplish various generation tasks with different condition modalities presents two main challenges: motion distribution drifts across different generation scenarios and the complex optimization of mixed conditions with varying granularity. Furthermore, inconsistent motion formats in existing datasets further hinder effective multimodal motion generation. In this paper, we propose ControlMM, a unified framework to Control whole-body Multimodal Motion generation in a plug-and-play manner. To effectively learn and transfer motion knowledge across different motion distributions, we propose ControlMM-Attn, for parallel modeling of static and dynamic human topology graphs. To handle conditions with varying granularity, ControlMM employs a coarse-to-fine training strategy, including stage-1 text-to-motion pre-training for semantic generation and stage-2 multimodal control adaptation for conditions of varying low-level granularity. To address existing benchmarks' varying motion format limitations, we introduce ControlMM-Bench, the first publicly available multimodal whole-body human motion generation benchmark based on the unified whole-body SMPL-X format. Extensive experiments show that ControlMM achieves state-of-the-art performance across various standard motion generation tasks. Our website is at https://yxbian23.github.io/ControlMM.
Abstract:Whole-body multi-modal motion generation, controlled by text, speech, or music, has numerous applications including video generation and character animation. However, employing a unified model to accomplish various generation tasks with different condition modalities presents two main challenges: motion distribution drifts across different generation scenarios and the complex optimization of mixed conditions with varying granularity. Furthermore, inconsistent motion formats in existing datasets further hinder effective multi-modal motion generation. In this paper, we propose ControlMM, a unified framework to Control whole-body Multi-modal Motion generation in a plug-and-play manner. To effectively learn and transfer motion knowledge across different motion distributions, we propose ControlMM-Attn, for parallel modeling of static and dynamic human topology graphs. To handle conditions with varying granularity, ControlMM employs a coarse-to-fine training strategy, including stage-1 text-to-motion pre-training for semantic generation and stage-2 multi-modal control adaptation for conditions of varying low-level granularity. To address existing benchmarks' varying motion format limitations, we introduce ControlMM-Bench, the first publicly available multi-modal whole-body human motion generation benchmark based on the unified whole-body SMPL-X format. Extensive experiments show that ControlMM achieves state-of-the-art performance across various standard motion generation tasks. Our website is at https://yxbian23.github.io/ControlMM.
Abstract:This is the technique report for the winning solution of the CVPR2024 GenAI Media Generation Challenge Workshop's Instruction-guided Image Editing track. Instruction-guided image editing has been largely studied in recent years. The most advanced methods, such as SmartEdit and MGIE, usually combine large language models with diffusion models through joint training, where the former provides text understanding ability, and the latter provides image generation ability. However, in our experiments, we find that simply connecting large language models and image generation models through intermediary guidance such as masks instead of joint fine-tuning leads to a better editing performance and success rate. We use a 4-step process IIIE (Inpainting-based Instruction-guided Image Editing): editing category classification, main editing object identification, editing mask acquisition, and image inpainting. Results show that through proper combinations of language models and image inpainting models, our pipeline can reach a high success rate with satisfying visual quality.